Grabbing at different heights

MysticalMist

Active member
Would it be possible, depending on the player, to make their grabs hold an enemy at different heights? I'm assuming this could be done via the slam scripts but I want to see if there's easier ways to do it or what would be the best way to do it before I try to experiment with this blindly.

To have players that are notably taller than an enemy and wanting to hold it up to their head level before doing a grabattack or throw but in some circumstances, having no need to adjust the enemies that are their size or greater.
 
Would it be possible, depending on the player, to make their grabs hold an enemy at different heights? I'm assuming this could be done via the slam scripts but I want to see if there's easier ways to do it or what would be the best way to do it before I try to experiment with this blindly.

To have players that are notably taller than an enemy and wanting to hold it up to their head level before doing a grabattack or throw but in some circumstances, having no need to adjust the enemies that are their size or greater.


Moving from Mugen to OpenBOR. The native grabbing offset is hard coded. You'll need to use a bind (i.e. slam script as you mentioned).

DC
 
Moving from Mugen to OpenBOR. The native grabbing offset is hard coded. You'll need to use a bind (i.e. slam script as you mentioned).

DC
My mistake, I meant to put it in OpenBOR initially and I just accidentally overlooked where I was putting it lol.

Can the slam script override the native offset?
 
My mistake, I meant to put it in OpenBOR initially and I just accidentally overlooked where I was putting it lol.

Can the slam script override the native offset?

That's really a two part question. Can you override native offset with script? Of course you can.

However, I assume by "the slam script" you mean the one from @Bloodbane floating around a lot of other projects. I use my own, so I don't know if @Bloodbane's will do what you need without some modifications.

DC
 
That's really a two part question. Can you override native offset with script? Of course you can.

However, I assume by "the slam script" you mean the one from @Bloodbane floating around a lot of other projects. I use my own, so I don't know if @Bloodbane's will do what you need without some modifications.

DC


Yeah, I'm using his script and I've done some modifications, though that was just positioning for the edges of walls. What I'm worried about, though I haven't gotten into this part with any of my players just yet, is things is like what would I do if the idle grab animation is interrupted by an attack (since traditionally, if I'm correct, a slam or throw using the script would be invincible until the @cmd finish and the clearing of the local variables, etc., unless a scripted grab can be cancelled without any detriment to the functionality)
 
Yeah, I'm using his script and I've done some modifications
@MysticalMist

Based on the Bloodbane's slamstart script, you could maybe apply a height value for each entity in the game at the header, and then apply the difference in the @cmd position formula.

Something like that:

1706650313705.png

C:
        //DEFAULT
        {
            float vHeight    = getentityproperty(self,"height"); //GRABBER HEIGHT
            float tHeight    = getentityproperty(target,"height"); //GRABBED HEIGHT
            int limit        = 5; //LIMIT IN WHICH THE SCRIPT WILL START TO WORK
            int dif            = vHeight - tHeight; //CALCULATE THE HEIGHT DIFFERENCE

            updateframe(target, tFrame); //DEFAULT UPDATE FRAME

            if(dif > limit){ //ABOVE THE LIMIT?? CHANGE THE TARGET'S SPRITE HEIGHT
                bindentity(target, self, dx, dz, dy+dif, face, 0);
            }
            else //BELOW THE LIMIT?? USE DEFAULT VALUES
            {
                bindentity(target, self, dx, dz, dy, face, 0);
            
        }

What I'm worried about, though I haven't gotten into this part with any of my players just yet, is things is like what would I do if the idle grab animation is interrupted by an attack
You can put the same depost/finish routines at the onfallscript event for all characters in which are using scripted grabs. Useful for players to unbind grabbed opponents when the time over appears, or useful for enemies when they are falling due to the "nodropen" command (or any other situation where the "falling" instance is active).
 
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